T
trentallain
Guest
I currently have HUD sprites that are made for 4K (3840x2160) and I scale them depending on the screen size. So if the display was 1920x1080, the scale would be 0.5.
These sprites are basically just 1 to 2 colour shapes and icons (not pixel art) that consist of lines and curves (such as circles) that aren't smoothed along the edges and don't have any multicolored pictures within them.
I can see the jagged edges so do you guys think that the sprites need some sort of anti-aliasing shader on them or something along those lines? I am currently also using interpolate colours between pixels but that doesn't really do anything other than make it look blurry, and obviously I want the edges to look clean and sharp.
Also any aa level in display_reset causes massive slowdowns, with the lowest value causing the game to run at about 30fps out of 60fps.
Edit: how do most games these days do this?
These sprites are basically just 1 to 2 colour shapes and icons (not pixel art) that consist of lines and curves (such as circles) that aren't smoothed along the edges and don't have any multicolored pictures within them.
I can see the jagged edges so do you guys think that the sprites need some sort of anti-aliasing shader on them or something along those lines? I am currently also using interpolate colours between pixels but that doesn't really do anything other than make it look blurry, and obviously I want the edges to look clean and sharp.
Also any aa level in display_reset causes massive slowdowns, with the lowest value causing the game to run at about 30fps out of 60fps.
Edit: how do most games these days do this?
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